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Old school dungeon crawler Legends of Amberland: The Forgotten Crown released

Bullet Club

Banned
Early 90s style Western RPG Legends of Amberland: The Forgotten Crown has left Steam Early Access and now has a full release.

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Inspiration:
The game is a classic western RPG inspired by the games from the 90s. Basically, it’s the kind of game I personally find missing nowadays. Light, fairy tale, epic, heroic and slightly humorous. One that does not take tons of hours to complete or require endless grind to progress. Something that caters to players like me who don’t have tons of hours to beat one game but still like to play and have a sort of nostalgia for the way games were made in the old days.

It was inspired by Dungeon Master, Eye of The Beholder 2, Might & Magic 3-5, Crystals of Arborea (a not so well known prequel to Ishar series), GoldBox series (Champions of Krynn, Dark Queen of Krynn, etc).

Core Design Choices:
1) Classic, 90 degree rotation, FPP, turn-based, tile movement RPG.
2) Party-based (7 heroes, either predefined or manually assembled upon new game).
3) Open world with a big overworld to explore.
4) Fast paced combat. Quick travel. Easy inventory management. No grind.
5) Light, fairy tale like fantasy, epic story about heroes on a noble quest.

Mechanics:
Mechanically it’s 100% turn based (so you can go and make tea in the middle of a fight) with grid movement and 90 degree rotation. All this is very fast paced, both combat and travel is really fast. The goal was to cut down the boring parts and flesh out the fun parts.

Overall, the mechanics are pretty traditional and straightforward with modern additions like weightless bag combined with equipment encumbrance system.

World and Storyline:
Storyline is a fairy tale, mythical heroic fantasy. You are the good guys on a quest to fight the forces of evil. The world is non linear, with very few locked areas. You basically can go anywhere and do things in different order. In addition you can choose a different set of quests to finish the game (but those are not mutually exclusive, so you can finish all quests if you like). It’s more world driven than story driven. The priority was to make the world feel alive and let you explore it as you wish than follow a linear list of quests.

The game starts when the royal wizard finds out about an old crown that belonged to the royal family for generations. Yet, strangely no one ever heard about the crown and there was just a single mention of it in the royal annals. Upon further study he discovered that there has been cast a powerful spell of forgetfulness of unknown origin which caused everyone in the whole land to forget the crown ever existed. Without knowing who or why someone went to such trouble to conceal the existence of the crown he decided to investigate it. He summoned a party of noble heroes and tasked them with finding whereabouts of the mysterious crown and the origin of the spell.

FAQ:
Q: How long it takes to beat the game?
A: According to Early Access players it can take between 20 and 50 hours to finish the game (I estimate a typical playthrough would be 25-40 hours for most players).

Q: Can I create party members or are they predefined?
A: Yes, you can create all party members upon start if you wish (there is also a quick start option).


Version 1.10 released

The first after release version. Contains traditional fixes, some additional graphics and one interface improvement.

- [interface] Added Overburdened notice on Magic screen (to make it more clear that Arcane is affected by exceeding maximum encumbrance).

- [gfx] Added some missing properly scaled minimap object icons (orbs, crystals, etc).

- [fix] Killing ogre leaders quest (if you have an old save you need to reenter both forts for this quest to register, then you can report to the castle for the reward).
- [fix] Removed useless levers in Crystal Tower (leftovers from EA).
- [fix] One of the plaques in Watchdog Castle had no text.
 

nkarafo

Member
The sprites look far too low res. I assume they went for a Dungeon Master look but this looks more like the game being ported to C64 with an Amiga color palette. Dungeon Master on the Atari ST/Amiga from 1987 has higher resolution graphics and sprites.

I just don't get this obsession with modern "retro" games being so exaggeratedly blocky. The title screen is especially bad, this is not how title screens looked in the 90's or even the 80's.

This is how title/loading screens looked on the C64, an 8bit computer (let alone the Amiga or ST):

rainbowislands-copy.jpg


turrican.jpg



Here is Amberland:

xzpv5Fp.png


The stark difference between the high res text/logo and Atari 2600 resolution graphics also doesn't look right.
 
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hariseldon

Unconfirmed Member
The sprites look far too low res. I assume they went for a Dungeon Master look but this looks more like the game being ported to C64 with an Amiga color palette. Dungeon Master on the Atari ST/Amiga from 1987 has higher resolution graphics and sprites.

I just don't get this obsession of modern "retro" games being so exaggeratedly blocky. The title screen is especially bad, this is not how title screens looked in the 90's or even the 80's.

This is how title/loading screens looked on the C64, an 8bit computer (let alone the Amiga or ST):

rainbowislands-copy.jpg


turrican.jpg



Here is Amberland:

xzpv5Fp.png


The stark difference between the high res text/logo and Atari 2600 resolution graphics also doesn't look right.

Yeah I was going to say something similar. Dungeon master looks bloody lovely even now tbh. I get low res blocky, it's a cool aesthetic, but not right here, and yeah you're right about the logo jarring with the background. What's also puzzling is the low res '3D' view and then much higher res for the interface (character portraits etc) - it just makes no sense anywhere.
 
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